Trevor10's Recent Forum Activity

  • "Most users ever online was 3361, Yesterday at 5:16pm"?

    Is the above true or is there some problem with the user counter? That's around 3000 more than the previous record.

    Trevor

  • I'm making a fighting game and thus I have tons of animations per sprite. I've been organizing them into folders (ie High, Low), but (for example) putting "Attack" in both High and Low results in a "Animation name already taken" message - despite being in separate folders. The folder structure looks like this:

    High

        Attack

    Low

        Attack

    The above will not work as I cannot use the name Attack twice. I wouldn't mind if I had to type "High.Attack" or "High/Attack" in expressions if that is the only way to have unique names that reflect their folder structure.

    Edit:

    Windows 7 Home Premium 64-bit w/ SP1

    C2: 103.2 (64-bit)

  • Try to save the image. It will be *.jpg.gif.

  • Having native export to Android and iOS is a big thing and $298 is not much for that.

    nemo Actually that would cost $99 (Studio) + $199 (iOS) + $199 (Android) = $497.

  • Now that GameMaker Studio is released (or very shortly), GM:HTML5 ($99) will no long be for sale. At $99 it was only $20 more than C2 which wasn't bad. Now, in order to make HTML5 games with GM you have to buy GameMaker Studio ($99) then the HTML5 exporter ($99) for a total of $198! You'd really have to love GM to pay an extra $119 just to use it for HTML5 instead of C2. Furthermore, they want an extra $199 for every exporter! Compared to the free CocooonJS, AppMobi, and impending Awesomium exporters you get with C2... GM is a complete rip-off. Officially the best $32 I've spent in a long time! (I'd still be happy if I had paid $79).

    EDIT: As Wink pointed out the HTML5 export is $99. A while ago they said each export would cost an additional $199. Looks like they changed their minds about HTML5. Sorry for the misinformation, I've corrected the above numbers.

  • CyberDagger "11. STOP MAKING EXCUSES FOR STARTING OVER" that cycle is exactly what I was about to say! Great article. I work as a software developer and at the end of every project I think "this is a mess!", but that's just because I'm a better programmer by the end. If I decided to rewrite every time I got better I'd never ship or at least never ship on time.

    Some more food for thought:

    Things You Should Never Do, Part I

    Seth Godin: Quieting the Lizard Brain

    How I Saved the Gaming Industry Overnight By Being Awesome

    * This page froze my browser for 20 seconds while opening, but it does work.

  • If the current events meet all of your requirements and works, do not rewrite them. If you have been working on the game for months there are probably dozens of difficult to detect bugs that have been fixed and you'll have to find all of those bugs again. Nicely arranged events are good and something to strive for, but not at the expense of putting finishing your game back by months. The best game is the game that gets finished.

    If your events do not meet your requirements and especially if they don't work a rewrite may be in order.

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  • Perfect! The double quotes are what was missing. Nimtrix, if you know how to give karma, +1, or whatever on this forum let me know. Thank you to everyone who responded.

  • Sorry, I should have been clearer. I've done that much now I'm trying to switch between those animations in the events. Such as: On key pressed switch to fighterA's high kick animation.

  • Ah, I see now! Thank you so much. I've add multiple animations in the animations bar for a single sprite, but now I don't know how to switch between the animations - before I was switching between sprites. I'm guessing it has to with "Set animation", but when I double click on FighterA I don't get the list of animations. I've checked the manual, but I'm still unsure of what to do.

    http://www.scirra.com/manual/115/sprite

  • I might just be misunderstanding so bear with me.

    The biggest problem with knowing how many frames an animations has is that the number of frames isn't standardized. Everyone involved with this game is an amateur. As such the high punch for some characters is 5 frames while for others it's 6 and so on. I'm sure this is going to cause intense balancing problems.... So to combine multiple animations on a single sheet would necessitate knowing how many frames that animation is for that particular character as a high punch isn't always x number of frames. Which is why I'm keeping high kick and low kick on separate sheets instead of one kicks sheet.

    Thanks for your help. Looks like I'll just have to be patient and add each fighter's animations one at a time. Primarily I was hoping to find some batch way of doing this.

  • I'm not sure. A friend who likewise knows nothing about video game art is making the graphics. It uses stop-motion photography much like Mortal Kombat (MK2 clone is our goal). We discussed if it should be one huge sheet or all separate animations. We went with all separate because I thought it would make the programming (eventing?) more confusing if I had to remember which frame to jump to for each move, then count the frames to know if the move has finished, then jump back to the default stance.

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Trevor10

Member since 26 Feb, 2010

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